Polcari Wrote:why does my game runs perfect at 60-63 fps using HLE sound?
That's due to the fact that HLE audio is vastly less CPU intensive than LLE audio. With LLE audio, you're emulating an entire co-processor (the GC/Wii DSP) step-by-step, cycle-for-cycle, performing every single instruction on your computer that a real DSP would on the game console. With HLE, you're emulating the large-scale behavior of the DSP rather each individual instruction. There's a lot more your system has to compute under LLE audio than HLE audio.
Polcari Wrote:why dont dolphin developers try to fix this problem on HLE audio since its less demanding on the cpu?
The developers work on what interests them. No one on the team is interested in fixing the Zelda ucode HLE implementation.
Polcari Wrote:i think wouldnt be that hard to fix
Polcari Wrote:Im not a developer, i have no idea how this works
I'm not saying I don't share your opinion (it would be great if everyone could play SMG with HLE audio) but unless you've looked at the code or have some familiarity with the current Zelda ucode HLE implementation, you can't really say anything about how difficult fixing it would be. I've actually studied Dolphin's Zelda ucode HLE implementation quite a bit (trying to implement HLE audio in another GC emulator) but what someone really needs to do is examine how a real DSP treats the ucode on real hardware and base any HLE code off of that. I've said in the past I'd be willing to do this, but I haven't exactly found the time away from other projects.
